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July 30th, 2003, 05:31 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE4 Stock Balance Mod
Almost any change will affect savegames. I will email it all to Aaron to see what he likes.
Only really big things like racial traits make the save unloadable...
Moving components will make some saves unusable.
Changing research costs would make some saves unfair.
Only the most trivial changes will not affect savegames at all.
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July 30th, 2003, 08:54 AM
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Brigadier General
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Imperator Fyron:
... MM could include a "non-balanced" mod folder ...
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well, I think "Classic" would be more appropriate here.
Rollo
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July 30th, 2003, 09:01 AM
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Brigadier General
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by geoschmo:
quote: Originally posted by Suicide Junkie:
Minor Changes:[list][*]Move Standard Armor to below Stealth, scattering and emissive ,
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Didn't we determine this change would keep any savegames from being upgradeable? Not saying it shouldn't be done, but that might be a big issue for some.
Geoschmo To keep compatibility with saves (which is of major importance IMO) you can do the following to make the armor AI friendly:
add redundant tech requirements to Armor III, so the AI think it is the best armor to use.
Instead of:
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 3
use this:
Number of Tech Req := 3
Tech Area Req 1 := Armor
Tech Level Req 1 := 3
Tech Area Req 2 := Armor
Tech Level Req 2 := 3
Tech Area Req 3 := Armor
Tech Level Req 3 := 3
The AI will then value this armor higher as any other, since it requires 9 tech levels. No moving of components would be needed.
Rollo
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July 30th, 2003, 09:04 AM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Rollo:
quote: Originally posted by Imperator Fyron:
... MM could include a "non-balanced" mod folder ...
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well, I think "Classic" would be more appropriate here.
Rollo Probably. I did put it in quotes for a reason. 
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July 30th, 2003, 04:53 PM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Rollo:
Very good idea, and moves the armor fix down to a trivial change.
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July 30th, 2003, 07:12 PM
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Sergeant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
[b]Any more comments on Point Defense? or the Talisman?
Would a significant defense penalty on the Talisman be a good idea?
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A defense penalty would be nice for play balance, but it does not make sense that a blessed ship is easier to hit.
In my mod, I made it 10KT armor, so that you can take it out with the first non shield hit. Temporary blessing.
Otherwise, treat it as an improvement to Sensor III: Either Stackable + 20% or Nonstackable +85%. I think that this would make Religious still worth taking as you get a modifer no one else gets. Combine this with War and Death shrines and they will still be tough advesaries, but no longer untouchable.
This would take away my biggest complaint with the Talisman: Range does not matter, which makes it a +1000% to hit and at least a +50% to defense by hanging out a long range.
[ July 30, 2003, 18:13: Message edited by: LGM ]
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July 30th, 2003, 07:21 PM
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Sergeant
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Re: SE4 Stock Balance Mod
Make the Quantum Reactor act like a juiced up supply container. Something like Supply III times 10 or 20. After that, it needs to go to a resupply base to re-engergize it.
Someone else did this in their mod. The AI mod, I think.
The drawback, is that as it become depleted, it would draw supply out of ships with higher percentages of supply that joined the fleet. Using these would increase a fleets range of operations, but a successful sortie on a fleet's Quantum Reactor ships could have a devistating effect. A 20% QR would in this scenario supply the fleet for many turns. However, lose that QR and each ship is carrying only 20%, that means about 2 or 3 turns of movement. However, all of this might make for interesting game situations.
Ship Bomb operations against QR ships could be devistating.
Suggestion: Make Resupply Tech a little cheaper.
[ July 30, 2003, 18:22: Message edited by: LGM ]
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